EvilEngine/Assets: Difference between revisions
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==Classes of Assets==
There are many different asset types, but they can be grouped into classes that have similar properties.
===
{{Main|RenderWare}}
These are assets whose data is composed of a RenderWare binary stream, with the tree structure commonly found in them. These assets can be opened in [https://www.gta-modding.com/area/file-33-rw-analyze.html RW Analyze]. They are: [[BSP]], [[JSP]], [[MODL]], [[EvilEngine/Texture_Format|RWTX]], [[EvilEngine/Texture_Format|TEXS]].
===
Many assets extend from Base Assets (also referred to as object assets), which define objects in the level that can interact with each other by using [[Events#Links|links]]. Base assets start with an 8 byte header, defined by the <code>xBaseAsset</code> struct:
<source lang=cpp>
struct xBaseAsset
{
unsigned int id;
unsigned char baseType;
unsigned char linkCount;
unsigned short baseFlags;
}
</source>
{| class="wikitable"
! Offset
|-
| 0x00
|-
| 0x04
|-
| 0x05 || '''linkCount''' || The number of links present at/near the end of the asset.
|-
| 0x06
*
* 0x2 - '''Persistent''' - If an asset is persistent, it will keep track of its current state and restore it on the next scene prepare (player respawn, level reload, etc.) For example, if you make a [[BUTN|button]] persistent and press it in-game, the next time you load the level the button will automatically re-press itself.
*
* 0x8 - '''Visible During Cutscenes''' - Whether to keep the object visible or not during cutscenes.
*
|}
The data that follows this header differs depending on the asset type. Some
These objects have, at the end of their data, an array of [[
===
<source lang=cpp>
struct xEntAsset : xBaseAsset
{
unsigned char flags;
unsigned char subtype;
unsigned char pflags;
unsigned char moreFlags;
unsigned char pad;
unsigned int surfaceID;
xVec3 ang;
xVec3 pos;
xVec3 scale;
float redMult;
float greenMult;
float blueMult;
float seeThru;
float seeThruSpeed;
unsigned int modelInfoID;
unsigned int animListID;
};
</source>
{| class="wikitable"
! Offset
|-
| 0x08
* 1 - '''Visible''', used by [[BOUL]], [[BUTN]], [[DSTR]], [[EGEN]], [[PKUP]], [[PLAT]], [[PLYR]], [[SIMP]], [[TRIG]], [[UI]], [[UIFT]], [[VIL]]
* 2 - '''Stackable'''. Enabling this will cause the object to fall down and stack on top of other objects. This is mainly used for [[DSTR|Destructible Objects]], such as a table with a picture on top of it (when the table is destroyed, the picture falls to the ground). Note that this disables [[PLAT]] movement. Works with [[PLAT]], [[BUTN]], [[DSTR]], [[VIL]] (?), and possibly others. Enabling this on a [[SIMP]] will crash the game.
* 4 - Unused
* 8 - '''Unknown''', used by [[PLAT]]
* 16 - Unused
* 32 - Unused
* 64 - '''No Shadow''', only used by [[VIL]] and doesn't affect tikis. Disables shadow rendering.
* 128 - Unused
|-
| 0x09
* [[PKUP]] - [[PKUP#Types (0x09)|Pickup types]]
* [[PLAT]] - [[PLAT#Types (0x09)|Platform types]]
* [[TRIG]] - 0 = Box, 1 = Sphere, 2 = Cylinder
|-
| 0x0A
|-
| 0x0B
* 1 - Unused
* 2 - '''Precise Collision''' - When enabled, the collision shape is the exact shape of the model. When disabled, the collision shape is the bounding box of the model. Used by [[BUTN]], [[DSTR]], [[EGEN]], [[PKUP]], [[PLAT]], [[SIMP]], [[UI]], [[UIFT]], [[VIL]]
* 4 - Unknown, used by [[EGEN]]
* 8 - '''Grab''' - When enabled, all [[SIMP]], [[VIL]], [[DEST]] and [[BOUL]] assets are grabbable by Patrick.
* 16 - '''Hittable''' - When enabled, the object detects when it is hit and sends Hit events. It also generates bubbles when hit with the Bubble Spin and destroys the Bubble Bowl and Cruise Bubble immediately upon impact. This flag will automatically enable in-game if the asset is a [[VIL]], [[DSTR]], [[BUTN]], [[BOUL]], or Paddle [[PLAT]], OR if the asset has any [[Essentials Series/Links|Links]] that receive any of the Hit events.
* 32 - '''Animate Collision''' - When enabled, the collision shape will update during the model's [[ANIM|Animation]] if it has one. '''Precise Collision''' must also be enabled, or weird collision effects will occur. Used by [[PLAT]], [[SIMP]]
* 64 - Unused
* 128 - '''Ledge Grab''' - When enabled, the player can ledge grab the object. '''Precise Collision''' must also be enabled. Used by [[PLAT]], [[SIMP]]
|-
| 0x0C || '''pad''' || Always null. '''Not present in some versions of entity assets''', mainly beta/unused assets and non-BFBB assets. Those assets only have a 0x50-byte header.
|-
| 0x10 || '''surfaceID''' || [[SURF]] ID for [[SIMP]], [[PLAT]], [[UI]], [[EGEN]], and possibly others.
|-
| 0x14
|-
| 0x20
|-
| 0x2C
|-
| 0x38
|-
|
|-
| 0x40 || '''blueMult''' || Blue color multiplier (0 to 1).
|-
| 0x44 || '''seeThru''' || Alpha color multiplier (0 to 1).
|-
| 0x48 || '''seeThruSpeed''' || Usually 255.0 in all types.
|-
| 0x4C || '''modelInfoID''' || [[MODL]]/[[MINF]] ID for [[BOUL]], [[BUTN]], [[DSTR]], [[EGEN]], [[HANG]], [[PEND]], [[PLAT]], [[PKUP]], [[PLYR]], [[SIMP]], [[UI]] and [[VIL]]
|-
| 0x50 || '''animListID''' || [[ALST]]/[[ANIM]] ID for [[SIMP]], [[PLAT]], [[DSTR]], and possibly others. [[SND]] ID for [[UI]].
|}
==List of asset types==
The following is a list of all asset types found across all
{| class="wikitable sortable"
|+
! Asset !! Description !! Type !! Base Type !! [[:Category:Scooby|Scooby]] !! [[:Category:BFBB|BFBB]] !! [[:Category:TSSM|TSSM]] !! [[:Category:Incredibles|Incredibles]] !! [[:Category:ROTU|ROTU]] !! [[:Category:RatProto|RatProto]] !! Notes
{{AutoAssetTableRow|ALST}}
{{AutoAssetTableRow|ANIM}}
{{AutoAssetTableRow|ATBL}}
{{AutoAssetTableRow|ATKT}}
{{AutoAssetTableRow|BINK}}
{{AutoAssetTableRow|BOUL}}
{{AutoAssetTableRow|BSP|BSP level models are unused in BFBB, but still supported.}}
{{AutoAssetTableRow|BUTN}}
{{AutoAssetTableRow|CAM}}
{{AutoAssetTableRow|CCRV}}
{{AutoAssetTableRow|CNTR}}
{{AutoAssetTableRow|COLL}}
{{AutoAssetTableRow|COND}}
{{AutoAssetTableRow|CRDT}}
{{AutoAssetTableRow|CSN|Unused in ROTU (cutscenes are FMV's), but still supported.}}
{{AutoAssetTableRow|CSNM|Unused in ROTU, but still supported.}}
|-
| align=center | [[
|| Cutscene Streaming Sound
|| [[Binary]]
| align=center | -
||
{{AutoAssetTableRow|CTOC|Unused in ROTU, but still supported.}}
{{AutoAssetTableRow|DEST}}
{{AutoAssetTableRow|DPAT}}
{{AutoAssetTableRow|DSCO}}
{{AutoAssetTableRow|DSTR}}
{{AutoAssetTableRow|DTRK}}
{{AutoAssetTableRow|DUPC}}
{{AutoAssetTableRow|DYNA}}
{{AutoAssetTableRow|EGEN}}
{{AutoAssetTableRow|ENV}}
{{AutoAssetTableRow|FLY|FLY assets are only used in cutscenes in The Incredibles}}
{{AutoAssetTableRow|FOG}}
{{AutoAssetTableRow|GRSM}}
{{AutoAssetTableRow|GRUP}}
{{AutoAssetTableRow|GUST}}
{{AutoAssetTableRow|HANG}}
{{AutoAssetTableRow|JAW}}
{{AutoAssetTableRow|JSP}}
{{AutoAssetTableRow|LITE|LITE assets are unused in BFBB, but are still supported.}}
{{AutoAssetTableRow|LKIT}}
{{AutoAssetTableRow|LOBM}}
{{AutoAssetTableRow|LODT}}
{{AutoAssetTableRow|MAPR}}
{{AutoAssetTableRow|MINF}}
{{AutoAssetTableRow|MODL}}
{{AutoAssetTableRow|MPHT}}
{{AutoAssetTableRow|MRKR}}
{{AutoAssetTableRow|MVPT}}
{{AutoAssetTableRow|NGMS|'''Base Type notes:'''<br>0x9A is only used in Rise of the Underminer.<br>0xCD is only used in The Incredibles.}}
{{AutoAssetTableRow|NPC}}
{{AutoAssetTableRow|NPCS}}
{{AutoAssetTableRow|ONEL}}
{{AutoAssetTableRow|PARE}}
{{AutoAssetTableRow|PARP}}
{{AutoAssetTableRow|PARS}}
{{AutoAssetTableRow|PEND|PEND assets are unused in every game past Scooby, but are still supported.}}
{{AutoAssetTableRow|PGRS}}
{{AutoAssetTableRow|PICK}}
{{AutoAssetTableRow|PIPT}}
{{AutoAssetTableRow|PKUP}}
{{AutoAssetTableRow|PLAT}}
{{AutoAssetTableRow|PLYR}}
{{AutoAssetTableRow|PORT}}
{{AutoAssetTableRow|PRJT}}
{{AutoAssetTableRow|RANM}}
{{AutoAssetTableRow|RAW}}
|-
| align=center | [[
||
|| [[RenderWare]]
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
{{AutoAssetTableRow|SCRP|SCRP assets are unused in Scooby and BFBB, but are still supported.<br>(AR codes, and/or IPS patches are required)}}
{{AutoAssetTableRow|SDFX}}
{{AutoAssetTableRow|SFX}}
{{AutoAssetTableRow|SGRP}}
{{AutoAssetTableRow|SHDW}}
{{AutoAssetTableRow|SHRP}}
{{AutoAssetTableRow|SIMP}}
{{AutoAssetTableRow|SLID}}
|-
| align=center | [[
|| Sound
|| [[Binary]]
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
|-
| align=center | [[EvilEngine/Sound_Format|SNDI]]
|| Sound Info
|| [[Binary]]
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
|-
| align=center | [[EvilEngine/Sound_Format|SNDS]]
|| Streaming Sound
|| [[Binary]]
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
{{AutoAssetTableRow|SPLN}}
{{AutoAssetTableRow|SPLP}}
{{AutoAssetTableRow|SSET}}
{{AutoAssetTableRow|SUBT}}
{{AutoAssetTableRow|SURF}}
|-
| align=center | [[
|| Streaming Texture
|| [[RenderWare]]
| align=center | -
|| || || ✔ || ✔ || ✔ || ✔ ||
{{AutoAssetTableRow|TEXT}}
{{AutoAssetTableRow|TIMR}}
{{AutoAssetTableRow|TPIK}}
{{AutoAssetTableRow|TRIG}}
{{AutoAssetTableRow|TRWT}}
{{AutoAssetTableRow|UI}}
{{AutoAssetTableRow|UIFT}}
{{AutoAssetTableRow|UIM}}
{{AutoAssetTableRow|VIL}}
{{AutoAssetTableRow|VILP}}
{{AutoAssetTableRow|VOLU|VOLU is not present in The Incredibles, but there is code for it}}
{{AutoAssetTableRow|WIRE}}
{{AutoAssetTableRow|ZLIN}}
|}
[[Category:
|
Latest revision as of 15:09, 23 January 2024
Heavy Iron games store all of their data for each scene in assets, which can be different formats such as models, textures, animations, object placement information, and many others. Assets are defined by AHDR sections in the HIP archives and uniquely identified by their Asset ID. It is not yet known what all different asset types do.
Classes of Assets
There are many different asset types, but they can be grouped into classes that have similar properties.
RenderWare Streams
These are assets whose data is composed of a RenderWare binary stream, with the tree structure commonly found in them. These assets can be opened in RW Analyze. They are: BSP, JSP, MODL, RWTX, TEXS.
Base Assets
Many assets extend from Base Assets (also referred to as object assets), which define objects in the level that can interact with each other by using links. Base assets start with an 8 byte header, defined by the xBaseAsset
struct:
struct xBaseAsset
{
unsigned int id;
unsigned char baseType;
unsigned char linkCount;
unsigned short baseFlags;
}
Offset | Variable | Description |
---|---|---|
0x00 | id | Asset ID of entry. Should match the asset ID of the asset in the AHDR. |
0x04 | baseType | Unique to each base asset type. The asset table below shows the base type for each type. |
0x05 | linkCount | The number of links present at/near the end of the asset. |
0x06 | baseFlags | Common flags represented as a 16-bit bitfield although only the 5 lowest bits are ever used.
|
The data that follows this header differs depending on the asset type. Some base assets are entity assets as well (defined below).
These objects have, at the end of their data, an array of links, with the amount of entries specified in this header. The only exception for this is the PLYR assets, which still has one field after the events.
Entity Assets
Entity assets (also referred to as placeable assets) are base assets which have a 3D placement in the world and the following common header (not all objects with a position follow this, though; for example, MRKR have a position but are not even base assets). They start with a 0x54 byte header, which is defined by the xEntAsset
struct (which extends from xBaseAsset
):
struct xEntAsset : xBaseAsset
{
unsigned char flags;
unsigned char subtype;
unsigned char pflags;
unsigned char moreFlags;
unsigned char pad;
unsigned int surfaceID;
xVec3 ang;
xVec3 pos;
xVec3 scale;
float redMult;
float greenMult;
float blueMult;
float seeThru;
float seeThruSpeed;
unsigned int modelInfoID;
unsigned int animListID;
};
Offset | Variable | Description |
---|---|---|
0x08 | flags | Flags stored in a bitfield, most likely related to visibility. Can be changed dynamically mid-game through events. (?)
|
0x09 | subType | Defines the subtype of the asset. Usually 0 except for the asset types listed below.
|
0x0A | pflags | Always 0. |
0x0B | moreFlags | Flags stored in a bitfield, most likely related to collision. Can be changed dynamically mid-game through events. (?) Always 0 for BOUL, PLYR, and TRIG.
|
0x0C | pad | Always null. Not present in some versions of entity assets, mainly beta/unused assets and non-BFBB assets. Those assets only have a 0x50-byte header. |
0x10 | surfaceID | SURF ID for SIMP, PLAT, UI, EGEN, and possibly others. |
0x14 | ang | A (Yaw, Pitch, Roll) rotation vector (in radians). |
0x20 | pos | A (X, Y, Z) position vector. |
0x2C | scale | A (X, Y, Z) scale vector. |
0x38 | redMult | Red color multiplier (0 to 1). |
0x3C | greenMult | Green color multiplier (0 to 1). |
0x40 | blueMult | Blue color multiplier (0 to 1). |
0x44 | seeThru | Alpha color multiplier (0 to 1). |
0x48 | seeThruSpeed | Usually 255.0 in all types. |
0x4C | modelInfoID | MODL/MINF ID for BOUL, BUTN, DSTR, EGEN, HANG, PEND, PLAT, PKUP, PLYR, SIMP, UI and VIL |
0x50 | animListID | ALST/ANIM ID for SIMP, PLAT, DSTR, and possibly others. SND ID for UI. |
List of asset types
The following is a list of all asset types found across all 6 games as well as which asset types are present in each game, signified by a checkmark (✔).
Asset | Description | Type | Base Type | Scooby | BFBB | TSSM | Incredibles | ROTU | RatProto | Notes |
---|---|---|---|---|---|---|---|---|---|---|
|
AnimList | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Animation | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
AnimTable | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Attack Table | Binary | - | ✔ | ||||||
|
Bink Video | Binary | - | ✔ | ✔ | |||||
|
Boulder | Entity | 0x2F | ✔ | ✔ | ✔ | ✔ | |||
|
BSP | RenderWare | - | ✔ | ✔ | BSP level models are unused in BFBB, but still supported. | ||||
|
Button | Entity | 0x18 | ✔ | ✔ | ✔ | ✔ | |||
|
Camera | Base | 0x07 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Camera Curve | Base | 0x8D | ✔ | ✔ | |||||
|
Counter | Base | 0x16 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Collision Table | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Conditional | Base | 0x1F | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Credits | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Cutscene | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | Unused in ROTU (cutscenes are FMV's), but still supported. | |
|
Cutscene Mgr | Base | 0x28 | ✔ | ✔ | ✔ | ✔ | ✔ | Unused in ROTU, but still supported. | |
CSSS | Cutscene Streaming Sound | Binary | - | ✔ | ✔ | ✔ | Unused in ROTU, but still supported. | |||
|
Cutscene TableOfContents | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | Unused in ROTU, but still supported. | |
|
Destructible Asset | Binary | - | ✔ | ✔ | ✔ | ✔ | |||
|
Dispatcher | Base | 0x1E | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Disco Floor | Base | 0x00 | ✔ | ✔ | |||||
|
Destructible Object | Entity | 0x1B | ✔ | ✔ | |||||
|
Dash Track | Base | 0xCD | ✔ | ||||||
|
Duplicator | Base | 0x42 | ✔ | ||||||
|
Dynamic | Base | 0x00 | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Electric Arc Generator | Entity | 0x29 | ✔ | ✔ | ✔ | ||||
|
Environment | Base | 0x05 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Fly | Binary | - | ✔ | ✔ | ✔ | ✔ | FLY assets are only used in cutscenes in The Incredibles | ||
|
Fog | Base | 0x24 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Grass Mesh | Base | 0xCD | ✔ | ||||||
|
Group | Base | 0x11 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Gust | Base | 0x1C | ✔ | ||||||
|
Hangable | Entity | 0x17 | ✔ | ||||||
|
Jaw Data Table | Binary | - | ✔ | ✔ | ✔ | ||||
|
JSP | RenderWare | - | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Light | Base | 0x25 | ✔ | ✔ | LITE assets are unused in BFBB, but are still supported. | ||||
|
LightKit | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
LobMaster | Base | 0x23 | ✔ | ||||||
|
LOD Table | Binary | - | ✔ | ✔ | ✔ | ✔ | |||
|
Surface Mapper | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Model Info | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Model | RenderWare | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Morph Target | Binary | - | ✔ | ||||||
|
Marker | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Move Point | Base | 0x0D | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Navigation Mesh | Base | 0x9A 0xCD |
✔ | ✔ | ✔ | Base Type notes: 0x9A is only used in Rise of the Underminer. 0xCD is only used in The Incredibles. | |||
|
NPC | Entity | 0x02 | ✔ | ||||||
|
NPC Settings | Binary | - | ✔ | ✔ | |||||
|
One-Liner | Binary | - | ✔ | ||||||
|
Particle Emitter | Base | 0x26 | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Particle Emitter Property | Base | 0x2E | ✔ | ✔ | ✔ | ✔ | |||
|
Particle System | Base | 0x27 | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Pendulum | Entity | 0x12 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | PEND assets are unused in every game past Scooby, but are still supported. |
|
Progress Script | Base | 0x75 | ✔ | ✔ | |||||
|
Pickup Table | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Pipe Info Table | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Pickup | Entity | 0x04 | ✔ | ✔ | ✔ | ||||
|
Platform | Entity | 0x06 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Player | Entity | 0x03 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Portal | Base | 0x10 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Projectile | Base | 0x22 | ✔ | ||||||
|
Reactive Animation | Base | 0x00 | ✔ | ✔ | |||||
|
Raw Image | Binary | - | ✔ | ✔ | ✔ | ✔ | |||
RWTX | Texture | RenderWare | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Script | Base | 0x2A | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | SCRP assets are unused in Scooby and BFBB, but are still supported. (AR codes, and/or IPS patches are required) |
|
Sound FX | Base | 0x4B | ✔ | ✔ | ✔ | ✔ | |||
|
Sound FX | Base | 0x13 | ✔ | ✔ | |||||
|
Sound Group | Base | 0x4A | ✔ | ✔ | ✔ | ✔ | |||
|
Simple Shadow Table | Binary | - | ✔ | ||||||
|
Shrapnel | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ||
|
Simple Object | Entity | 0x0B | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Slide Property | Base | 0x46 | ✔ | ||||||
SND | Sound | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
SNDI | Sound Info | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
SNDS | Streaming Sound | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Spline | Base | 0x49 | ✔ | ✔ | ✔ | ✔ | |||
|
Spline Path | Base | 0x73 | ✔ | ||||||
|
Scene Settings | Base | 0x54 | ✔ | ||||||
|
Subtitles | Base | 0x00 | ✔ | ✔ | |||||
|
Surface | Base | 0x1A | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
TEXS | Streaming Texture | RenderWare | - | ✔ | ✔ | ✔ | ✔ | |||
|
Text | Binary | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Timer | Base | 0x0E | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
Pickup Types | Base | 0x00 | ✔ | ✔ | ✔ | ||||
|
Trigger | Entity | 0x01 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
|
ThrowableTable | Base | 0x00 | ✔ | ✔ | |||||
|
UI | Entity | 0x20 | ✔ | ✔ | |||||
|
UI Font | Entity | 0x21 | ✔ | ✔ | |||||
|
UI Motion | Base | 0x53 | ✔ | ✔ | ✔ | ✔ | |||
|
NPC | Entity | 0x2B | ✔ | ✔ | |||||
|
NPC Properties | Binary | - | ✔ | ||||||
|
Volume | Base | 0x1D | ✔ | ✔ | ✔ | VOLU is not present in The Incredibles, but there is code for it | |||
|
Wireframe | Binary | - | ✔ | ✔ | |||||
|
Zip Line | Base | 0x40 | ✔ |